Mohrg Assassin 10/Trickster 6

Mohrg Assassin 10/Trickster 6 CR 23

XP 819,200
Male unique mohrg assassin 10/trickster 6
CE Medium undead
Init +20; Senses darkvision 120 ft.; Perception +48; Aura blightburn (10 ft., DC 30)


AC 42, touch 21, flat-footed 31 (+8 armor, +10 Dex, +1 dodge, +13 natural)
hp 483 (34 HD; 24d8+10d8+330)
Fort +19, Ref +25, Will +24
Defensive Abilities deadly dodge, defensive move, hard to kill, mythic saving throws; Immune undead traits


Speed 30 ft.
Melee +4 heartseeker vorpal rhoka sword +37/+32/+27/+22 (1d8+11/15–20), 2 slams +32 (2d8+7 plus grab), tongue +27 touch (paralysis)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks angel of death 1/day, create advanced spawn, death attack (DC 23), fleet warrior, mythic power (15/day, surge +1d8), paralysis (1d4 minutes, DC 32), precision critical, quiet death, sneak attack +5d6, surprise strike, swift death 1/day, true death (DC 25)


Str 25, Dex 30, Con —, Int 16, Wis 20, Cha 26
Base Atk +25; CMB +32; CMD 53
Feats Ability Focus (paralysis), Combat Reflexes, Critical Focus, DodgeM, Exotic Weapon Proficiency (rhoka sword), Improved CriticalM (rhoka sword), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Skill Focus (Perception), Spring Attack, Stunning Critical, Toughness, Vital StrikeM, Weapon Focus (rhoka sword)
Skills Acrobatics +21, Bluff +29, Climb +28, Disguise +27, Intimidate +45, Knowledge (religion) +22, Perception +48, Sense Motive +42, Stealth +47, Swim +28, Use Magic Device +19
Languages Common, +1 additional; telepathy 160 ft.
SQ amazing initiative, hidden weapons, hide in plain sight, improved uncanny dodge, menacing whisper, poison use, recuperation, vanishing move
Combat Gear wand of enervation (50 charges); Other Gear +4 heartseeker vorpal rhoka sword, amulet of natural armor +5, boots of speed, bracers of armor +8, figurine of wondrous power (obsidian steed), headband of mental superiority +6, highwayman’s cape, ring of spell turning, ring of three wishes, shadowform belt


Blightburn Aura (Su)

This creature radiates a green-white aura of blightburn radiation from his seething innards and the blightstone gems embedded in his skeleton. Living creatures within 10 feet take 2d6 points of fire damage per round and risk contracting blightburn sickness. Additionally, spellcasters casting teleportation subschool spells either to or from within 60 feet of him must succeed at a DC 30 caster level check or the spell fails.

Create Advanced Spawn (Su)

Humanoid creatures killed by this creature rise as mohrgs in 1d4 rounds. Mohrgs created in this manner are under his control, as are any spawn that they create, and they remain enslaved until he is destroyed, at which point they become free-willed (and their fast zombie spawn fall under their control). The sudden surge of negative energy released when a mohrg is created in this manner flows through him—whenever the Lord of Mohrgs creates a spawn in this manner, he is healed of 1d6 hit points of damage per Hit Die possessed by the slain creature, and he acts as if hasted for the round immediately following the spawn’s creation.

Deadly Dodge (Ex)

As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker’s reach. This reroll uses the same modifiers as the initial attack roll.

Defensive Move (Ex)

Once per round, you can designate one opponent. Unless you attempt to move through that opponent’s space, your movement (including standing up from a prone position) doesn’t provoke attacks of opportunity from that opponent. If you move through the opponent’s space, you can still attempt an Acrobatics check to do so without provoking an attack of opportunity. You can take this ability more than once. Each additional time you select it, you can designate one additional opponent when you move.

Additional Information

Creatures that come too close to the radioactive mineral known as blightburn risk contracting blightburn sickness.

Blightburn Sickness

Type disease, contact (see text); Save Fortitude DC 22 Onset 1/day; Frequency 1/day Effect 1d6 Con damage and 1d6 Cha damage; contact is automatic when a creature comes within a 60-foot radius of blightburn, and can be blocked only by lead sheeting, 1 foot of stone, or a force effect; Cure 2 consecutive saves

Section 15: Copyright Notice

Pathfinder Campaign Setting: Undead Unleashed © 2014, Paizo Inc.; Authors: Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, and Jerome Virnich.

scroll to top